Apologies if this all seems rather dry, crunchy and flavourless but I felt it important to lay down the game rules first then world-building flavour and fluff can be added later.
I am also aware that I am not including gnolls, bugbears and trolls, or other humanoid creatures such as lizardfolk, centaurs and troglodytes. Instead I have stuck to creatures that are roughly comparable to PC races (humans, halflings & dwarves) in terms of size, strength and body shape. For these other races I will probably give them additional monster stat blocks as I have done with ogres, minotaurs, nagpas and araneas. I personally feel that although orcs, goblins, kobolds and hobgoblins can be treated as NPCs, other races are best treated as monsters.
Warriors
- Set Spear versus Charge is the same as for human fighters.
- Junior Commander - a warrior of level 3 or higher can reliably command up to 5 1st level warriors or ordinary humanoids (of the same race) per level of the commander.
- Inspire Courage - Allies within 30' get +2 to morale checks and saves vs fear.
- 2-weapon Fighting - The warrior can use 2 one-handed weapons, at -2 to hit penalty for both.
- Middle Commander - The warrior can reliably command 1 junior commander per level.
- Monstrous Mount - The warrior can tame and ride a monster larger than himself, which must have HD equal to or lower than the warrrior and be suitable for riding.
- Inspire Zeal - Allies within 30' get +2 to hit and damage and +4 to morale and saves vs fear, usable 1 encounter per day.
- Senior Commander - reliably command 1 middle commander per two levels.
- Two-Weapon Mastery - As per two-weapon fighting, but the warrior suffers no penalty to hit.
Shamans
Goblins
Goblins suffer -1 to hit in sunlight Goblins have 60ft infravision Goblins have a base movement of 60ft/round Goblins are restricted to the same weapons as dwarves, and are too short to wield two-handed swords, polearms and longbows. They can wear dwarf-sized armour. 1st level goblin warriors usually have leather armour, shields and either spears or hand-axes (AC 6, 1d6 damage) as per their stat block in the monster section of the rules. A goblin at 2nd level or above (warrior or shaman) may use a dire wolf as a mount. If the AD&D stats for worgs are available then the goblin may ride a worg instead. Goblins, like dwarves, are skilled miners and can detect unusual stonework as a dwarf.
Hobgoblins
Hobgoblins have 60ft infravision Hobgoblins can wield any weapon that a human can and can wear human-sized armour. 1st level hobgoblin warriors usually have leather armour, shields and normal swords (AC 6, 1d8 damage) as per their stat block in the monster section of the rules. Hobgoblins have a base movement of 90ft/round
Orcs
Orcs suffer -1 to hit when in sunlight Orcs have 60ft infravision Orcs have a base movement of 90ft/round Orcs can use any weapons that humans can use and can wear human-sized armour 1st level orc warriors usually have leather armour, shields and either spears or hand-axes (AC 6, 1d6 damage) as per their stat block in the monster section of the rules. An orc warrior of 2nd level or higher gains +1 to damage rolls An orc shaman of level 2 or higher can speak the language of either ogres or trolls
Kobolds
Kobolds are small and are restricted to the same weapons as halflings, and cannot wield two-handed swords, polearms, longbows or other large weapons. They can wear halfling-sized armour. 1st level kobold warriors usually have leather armour and either very small spears or daggers (AC 7, 1d4 damage) as per their stat block in the monster section of the rules. Kobolds have 90ft infravision - Kobolds have a base movement of 60ft/round
- Kobolds are skilled miners and can sense unusual stonework as dwarves can.
- Kobold sorcerers - a small proportion of kobold shamans (perhaps 1 in 10) learn magic-user spells instead of clerical spells. These kobold sorcerers do not wear any armour at all.
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